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last updated 1/26/03 11:15 pm



League Information |  Registration |  Teams |  Schedule |  Results |  League Rules |  Playoffs


Basics

We will play by the Ultimate Players Association Tenth Edition Rules of Ultimate. For specifics on these rules, you can visit The Rules Page. The league director will also always have a copy of the rule book at the fields.


League Specific

  1. Men/Women ratio (note: this may change based on the number of women that sign up)
    • Men/Women default ratio is 5/2
    • Teams may elect to play 6-1 if short on women. Any mutually-agreed upon modification by the captains of a particular regular-season game, based on the number of players available, is ok.
    • Offense cannot dictate 4/3, unless of course it is agreed upon by both teams' captains before the game.
  2. Points:
    • Games to 15
    • Win by 2
    • Cap at 17
  3. Mirror:
    • No Mirror
    • No halftime
  4. Caps:
    • Softcap at 20 minutes before end of game
      • Add two to highest score.
      • Play to the lesser of 'highest + 2' or 15
      • First to that score wins (no need to win by 2).
    • Hard cap at 10 minutes before end of game
      • For capping purposes, a point is considered to begin immediately after the preceding goal is scored.
      • Finish the current point. The game is over unless it's a tie.
      • If the game is tied, play one more point.
    • If the lights go out before a game is officially over, the game will end immediately. If the disc is in the air when the lights go out and it is caught in the dark in the end zone for a score, it will count. In any other situation, the game will immediately end even if it is mid-point. If the game is tied, the game will be scored as a tie.
  5. Timeouts:
    • 3 timeouts per game
    • After softcap, no timeouts
    • No timeouts in hardcap
    • No subs in a timeout (doesn't fit the spirit of spring league)
  6. Zone Defense:
    • Zone defense is permitted


Pull Rule:

  1. If disc lands on the playing field (or end zone)
    • play from where it lands
    • do NOT walk it up to the line
  2. If disc lands out (player has following options)
    1. call middle (if disc goes out the side in FRONT of the brick line) - take disc to the middle at the point where the disc last crossed the perimeter line
    2. call brick (if disc goes out anywhere BEHIND the brick line) - take the disc to the middle at the brick line (20 yards)
    3. play from the closest spot on the playing field proper (not the end zone) to where the disc last went out
      • side line if in front of the end zone
      • closest front corner if behind the end zone and went out the side
      • straight up to the line if it goes out the back
  3. If disc lands in and ROLLS out
    • play from spot on the playing field proper (not end zone) where the disc rolled out
      • side line if in front of the end zone
      • closest front corner if behind the end zone and went out the side
      • straight up to the line if it goes out the back


Early Game Schedule

  • 5:30 - warm-ups
  • 6:10 - 5 minute warning (captains flip for pull)
  • 6:15 - games begin (promptly)
  • 7:40 - softcap (add two to highest score and play to that)
  • 7:50 - hardcap (finish the current point. If tied, play one more)
  • 8:00 - beer
Late Game Schedule
  • 7:30 - warm-ups
  • 8:10 - 5 minute warning (captains flip for pull)
  • 8:15 - games begin (promptly)
  • 9:40 - softcap (add two to highest score and play to that)
  • 9:50 - hardcap (finish the current point. If tied, play one more)
  • 10:00 - beer (also, lights out)